
Negative Aspects
May 10, 2008Although we have been focusing on the positive aspects of gaming, it isn’t always seen as beneficial. Find a source of your own (website, video, blog, etc.) that discusses the negative side of gaming in classrooms. How do you think these negativities cloud your future use of gaming? Is there any way to surpass these negative aspects? If so, how?
-Breeyn
When referring to gaming in the classroom I think that we must look at how this practice will contribute to the life of a child when outside of the classroom. By heavily integrating gaming in the classroom we have to investigate how this can possibly negatively contribute to habits and even addiction which will develop at home.
In an article I found the negative aspects of gaming are discussed. Primarily the authors discusses the addictive nature which gaming has soon to possess. If as teachers we tell students and parents that gaming is good it has to be assumed that some students and parents may either misinterpret this and apply it to games with no educational benefit; or on the other hand some students may trick their parents into believing that certain games are beneficial when they are not.
On quote from this article reads as such, “Hi, I’m 19 years old and I have been an EQ widow for a year now. My boyfriend plays at least 5 hours a day …”
http://www.wired.com/gaming/gamingreviews/news/2001/12/48479
Using an example such as this it is apparent that by encouraging gaming we could essentially be causing more harm than good. Even if we aren’t promoting these type of games which students may play at home, we may be promoting the gaming culture and lifestyle.
I personally have never been into playing video games, however, when someone lent me their “guitar hero” I can remember playing that first week for hours on end in a compulsive sort of manner, just trying to best the next level and the next etc.. So as someone who doesn’t even really like games all that much I have seen how addictive these things can be.
I suppose that in an effort to counter act this abuse of games it would rely heavily in the hands of parents remaining vigilant over what their children are actually doing with their free time at home. As a teacher we could possibly sent a letter home advising parents of exactly how we were going to employ the use of games in the classroom and could provide a list of several beneficial games as well as a list of the type of games which have shown to provide to educational benefit.
-Frank-
http://www.units.muohio.edu/psybersite/cyberspace/onlinegames/video.shtml
This article talked about time spent playing games vs what students could be doing as a negative aspect. Like Frank discussed, and the article, many students become obsessed with gaming and spend hours doing it. EVen if they are participating in group games (like the artical about Gamers being better people), students are still not directly interacting with people.
The artical also talked about gender bias in video games which is a good point. Sort of like the violence in games, which keeps being brought up. Students, I believe, are learning alot of bad habits from gaming because of their adult content.
I agree with Frank that as teachers we can try and inform parents of what their children are viewing. I also think that we need to talk to students about the violence in these games so we can help anyone who is consumed by them.
http://ezinearticles.com/?Disadvantages-of-Computers-in-the-Classroom&id=175360
This article brought up one pretty obvious disadvantage: the fact that a lot of the games designed for the classroom don’t really interest the child. They aren’t really designed to be appealing.
This is such a disadvantage because without being appealing, students are just going to view them as any other assignment: boring and tedious. Without being appealing, students aren’t going to enjoy learning, as they should.
The article also brought up the point of most games requiring computers and some students not having computers. This argument as been discussed so much in class and I think its surely relevant as far as gaming in the classroom.
http://www.gameinnovator.com/health.php
This website explains that “People who live a sedentary lifestyle (poor exercise, rather inactive) and do mostly sitting activities such as playing video games usually suffer from some sort of ailment later on in life, such as heart and muscle problems and obesity.” Possible health effects are obviously a huge disadvantage to video games. The only way to surpass this would be to limit the time kids spend playing these games.
I found this website as well: http://www.gamespot.com/pages/forums/show_msgs.php?topic_id=25704352
It compares books to video games and then explains, “So obviously books win… So why do so many people choose to spend their free time playing video games rather than reading books?” Good question.
This article outlined many of the negative aspects of gaming in the classroom. The article is interesting and thought provoking. It is important that teachers look into the games they use in their classroom before they use them and analyze the negative and positive effects they will have on students.
http://www.slideshare.net/silversprite/use-of-computer-and-video-games-in-the-classroom/
gaming does have negative qualities that make them a hard sell for teachers. Children can be distracted from other higher quality learning endeavors by gaming. Some games isolate children, some are community based though take people away from real life.